Dungeon Exploration Prototype

Platforms: PC

Release date: 22. 11. 2018

Engine: Game Maker 1.4

Download here

ALL ABOUT EXPLORATION

The goal of the project was to explore the sense of discovery in as many forms as possible within a single game.

HIDDEN SECOND ENDING

There is a second, “True” ending hidden in the game.

But to unlock it, player has to locate 4 keys, hidden behind optional puzzles, and the hardest challenges in the game.

LAYERED PUZZLES

Some puzzles have a secret second solution leading to a different reward.

This usually required a hint, hidden somewhere within the level.

IDEA: The idea came from a familiar concept found in action games, where the challenge could be completed with a different level of mastery.

FLAW: There was a lot of confusion and unneeded behaviour since it wasn't clear if a space was already completely explored or not.

SOLUTION: Magical device similar to compass in Zelda games. In the later prototype, this was partially solved with a mana bottle.

EXPLORING GAME MECHANICS ITSELF

Effects of potions are hidden until the player tries them out. One of these potions could for example grant a player the ability to walk above holes.

1. That could be used to reach treasure chests that were unreachable otherwise.

2. This potion could reduce the difficulty of specific puzzles from insane to trivial.

3. Players could discover an intentionally left exploit that could get them straight to the hidden ending without any extra effort.

 

 

ALL ABOUT EXPLORATION

The goal of the project was to explore the sense of discovery in as many forms as possible within a single game.

HIDDEN SECOND ENDING

There is a second, “True” ending hidden in the game.

But to unlock it, player has to locate 4 keys, hidden behind optional puzzles, and the hardest challenges in the game.

LAYERED PUZZLES

Some puzzles have a secret second solution leading to a different reward.

This usually required a hint, hidden somewhere within the level.

IDEA: The idea came from a familiar concept found in action games, where the challenge could be completed with a different level of mastery.

FLAW: There was a lot of confusion and unneeded behaviour since it wasn't clear if a space was already completely explored or not.

SOLUTION: Magical device similar to compass in Zelda games. In the later prototype, this was partially solved with a mana bottle.

EXPLORING GAME MECHANICS ITSELF

Effects of potions are hidden until the player tries them out. One of these potions could for example grant a player the ability to walk above holes.

1. That could be used to reach treasure chests that were unreachable otherwise.

2. This potion could reduce the difficulty of specific puzzles from isane to trivial.

3. Players could discover an intentionally left exploit that could get them straight to the hidden ending without any extra effort.